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Jet

Simple Side-View

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Yeah I would like the damage popups to show above the sprites as well.

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T____________T

 

Do not spam. Make useful posts. It's your first post so I will give you a verbal warning, but do not do it again.

 

 

ok, i didn't intend to spam, i quote the previews coment because i didn't understand where to put the script either

Edited by Hanya

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T____________T

 

Do not spam. Make useful posts. It's your first post so I will give you a verbal warning, but do not do it again.

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I would like to point out some problems that I noticed that I hope you can solve... - When characters die may lie supine on the floor instead of standing still and straight to give the impression. - Don't show the animation of the altered status... Example: if the character is poisoned and I put the animation 50 the animation does not appear. - The characters in battle does not change appearance and I would use the script of Victor for the visual equipment. Can you solve these things?

And can you make the compatibility with the damage of victor engine?

Edited by Lionheart

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   #===========================================================================
   # FIELD OPTIONS
   #===========================================================================

   # This is where the line-up begins. [x, y]. The higher the x, the further
   # right and the higher the y the further down.
   FIELD_POS = [400, 80]

   # This is how far down, and to the right each player is from the previous
   # actor. [x, y]. Same rules as above.
   FIELD_SPACING = [12, 50]

 

Change those two lines.

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Does someone know how to edit yanfly ace battle engine or Victor's damage popup engine so popups appears over these animated battlers?

I was also wondering about this :P

it is odd having both scripts because you don't see damage done to the player at all.

I'm hoping this will be added/fixed at some point.

Love the script other than that! :)

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is it that hard to add weapon icons animation, or cast animations?

I think people don't get what the 'simple' on the script name... if it was an system with fancy effects it would be 'fancy sideview'.

Also it already have casting animations, although you can't set them individually.

Edited by Victor Sant

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I remembering the same sphiel with Reedo's Simple Sideview Battle System. Everybody saw that it was plug and play and immediately requested more stuff that wasn't needed. Luckily, Reedo refused the requests since the purpose of the script was to be a SIMPLE sideview.

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is it that hard to add weapon icons animation, or cast animations?

I think people don't get what the 'simple' on the script name... if it was an system with fancy effects it would be 'fancy sideview'.

Also it already have casting animations, although you can't set them individually.

 

Ok, you're right.

But I was just asking. I made no requests. Look, this is an easy script and I guess it's a good start for me, since I'm still trying to learn how to handle RGSS. I use to be a maker, but it was a long time ago, and I'm coming back now and I think the possibility to work with scripts it's too great to be ignored. Still, I have no formal education in computer so I'm trying to learn on my own. I thought this simple sideview would be a good a start since I'm able to understand most of it...

 

But it's ok... this is common place in the internet. No matter wich community you are in, veterans will always be trolls.

What tricks me is that you don't even try to understand from where I'm speaking. I mean, why I'm asking those questions... I'm just trying to learn, and I thought this would be a good start. I don't wanna annoy you with every single request, I wanna make things on my own. That's all.

 

So, yeah, simple sideview, no need to bother myself with possibilities... I will just wait you guys to make a better one so you can keep the hermetic knowledge of a useless information.

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But it's ok... this is common place in the internet. No matter wich community you are in, veterans will always be trolls.
The only one trolling here is you =D

 

What tricks me is that you don't even try to understand from where I'm speaking. I mean, why I'm asking those questions...
If you want really to lear you won't bother if it's hard or not, you will get into it and try the best you can.

There's already scripts with that function, so try taking look at them do see by your self how it's done and take your own conclusions about if it is easy or hard.

 

Also if you need support for not specifically for this script: http://www.rpgmakervxace.net/index.php?/forum/8-rgss3-scripting-language-support/

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But it's ok... this is common place in the internet. No matter wich community you are in, veterans will always be trolls.

What tricks me is that you don't even try to understand from where I'm speaking. I mean, why I'm asking those questions... I'm just trying to learn, and I thought this would be a good start. I don't wanna annoy you with every single request, I wanna make things on my own. That's all.

 

Because those that don't agree with you are automatically trolls!

 

Shit, I'm not even a veteran around here, but I can tell for sure that anyone wouldn't have been able to read this:

 

is it that hard to add weapon icons animation, or cast animations?

 

as you trying to learn anything.

 

And!

 

So, yeah, simple sideview, no need to bother myself with possibilities... I will just wait you guys to make a better one so you can keep the hermetic knowledge of a useless information.

 

Way to alienate people from helping you right from the get go!

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Ok, I overreacted...

Damn it.

 

Sorry guys, I'm working for 8 days in a row, and I'm writing from work... so I'm just under a lot o stress right now, but it don't justify what I did...

Forget it.

Or not.

 

Damn it, now I'm thinking how I might be treating my girl friend. o.O

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Hey Jet? Where do I edit the position for the sprites an I actually Like this script ^_^, my game is simple BUT this sbs is what I was looking for , hope you can help me with positioning them.

 

EDIT i figured it out ^_^ , hmmm how do I show my weapon being used with this o.o?

Edited by Akura

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Hey Jet? Where do I edit the position for the sprites an I actually Like this script ^_^, my game is simple BUT this sbs is what I was looking for , hope you can help me with positioning them.

 

EDIT i figured it out ^_^ , hmmm how do I show my weapon being used with this o.o?

 

yeah hes got state-sprites, but not action sprites. i was going to mention this myself.

 

 

I updated the script, and now the problem it's only the last sprite. In battle, you decide the action, the battler moves forward, but it doesn't get back to the initial position, causing the battler to go too far from it's initial position. I have Yanfly Battle installed as well, but i dont think that could really be the problem.immaginevwi.jpg

Look at the last battler position. This was taken after the second turn in battle, so that battler already made an action, but it didn't return to it's initial position, while all the others did. Any ideas on how to fix this?

 

if anyone is still wondering about this, i have narrowed it down to having the Execute command enabled in YEA - Battle Command List. not sure which script is the culprit, but that is when it happens.

Edited by Kalez

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Question about the X/Y bits, and fixed it so the actors will be on the ground battle back, but now if I have more than two actors the other two are hidden behind the battle menu.

How would I setup the X/Y so that all four actors are on the same view field or not hidden behind the menu?

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Question about the X/Y bits, and fixed it so the actors will be on the ground battle back, but now if I have more than two actors the other two are hidden behind the battle menu.

How would I setup the X/Y so that all four actors are on the same view field or not hidden behind the menu?

This seems to work for most battlebacks for me, and i use 4 characters:

FIELD_POS = [450, 170]

FIELD_SPACING = [12, 40]

 

else try lowering the Y's to 160 and 35. Basically, the lower the POS Y, the lower the SPACING Y should be, but lower SPACING Y too much and your characters will be standing atop eachother.

Edited by Kalez

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I look into script and found a way to change actor face direction so I'll here for someone who want to change battle side of player&monster.

 

f.set_direction(4)

 

In this line normally 4 use to face left but if you want actors to face right you have to change number to 7

 

and how to make actors move to right side you can change in this code

 

  def move_x(times, amount)
i = 0
until i == times
  self.jet_x += amount
  i += 1
  [Graphics, SceneManager.scene.spriteset].each {|a| a.update }
end
 end 

 

change "self.jet_x += amount" to "self.jet_x -= amount" and actor will move to right when they have action.

 

PS. please make sure you read Jet warning, I look and try to change but I'm not sure it would cause any problem.

Edited by Zales

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I look into script and found a way to change actor face direction so I'll here for someone who want to change battle side of player&monster.

 

f.set_direction(4)

 

In this line normally 4 use to face left but if you want actors to face right you have to change number to 7

 

and how to make actors move to right side you can change in this code

 

  def move_x(times, amount)
i = 0
until i == times
  self.jet_x += amount
  i += 1
  [Graphics, SceneManager.scene.spriteset].each {|a| a.update }
end
 end 

 

change "self.jet_x += amount" to "self.jet_x -= amount" and actor will move to right when they have action.

 

PS. please make sure you read Jet warning, I look and try to change but I'm not sure it would cause any problem.

 

Awesome Zales :D this would be nice to incorporate for being "surprise attacked"

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If you dont want your characters to look like they are floating do this. Really simple.

change the values to as shown.

Jet, nice script by the way. Very noob friendly.

 

#===========================================================================

# FIELD OPTIONS

#===========================================================================

 

# This is where the line-up begins. [x, y]. The higher the x, the further

# right and the higher the y the further down.

FIELD_POS = [500, 235]

#Changed to 500, 235

# This is how far down, and to the right each player is from the previous

# actor. [x, y]. Same rules as above.

FIELD_SPACING = [5, 20]

#Changed to 5, 20

end

end

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